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Merge pull request #524 from Unity-Technologies/vulkan

Vulkan support for scriptable renderpipe.
/main
GitHub 7 年前
当前提交
18d42f5f
共有 25 个文件被更改,包括 126 次插入22 次删除
  1. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl
  2. 2
      ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewTiles.shader
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader
  8. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  12. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineLighting.shader
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader
  14. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader
  15. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader
  16. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  17. 2
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader
  18. 2
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader
  19. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader
  20. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader
  21. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
  22. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader
  23. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader
  24. 92
      ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl
  25. 10
      ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl.meta

2
ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl


#include "API/D3D11_1.hlsl"
#elif defined(SHADER_API_METAL)
#include "API/Metal.hlsl"
#elif defined(SHADER_API_VULKAN)
#include "API/Vulkan.hlsl"
#else
#error unsupported shader api
#endif

2
ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader


{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#include "../../../Core/ShaderLibrary/Common.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewTiles.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert

2
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma shader_feature _ALPHATEST_ON

2
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4 // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma shader_feature _ALPHATEST_ON

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go futher in dev
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4// TEMP: until we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan// TEMP: until we go futher in dev
// #pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineLighting.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma multi_compile _ EXPORT_HTILE
// #pragma enable_d3d11_debug_symbols

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader


#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#include "../../../../Core/ShaderLibrary/Common.hlsl"
#include "../../../../Core/ShaderLibrary/ImageBasedLighting.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma multi_compile _ USE_MIS

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#include "../../../../Core/ShaderLibrary/Color.hlsl"
#include "../../../../Core/ShaderLibrary/Common.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader


#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma multi_compile _ _ENABLE_SUN_DISK

92
ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl


// This file assume SHADER_API_VULKAN is defined
#define UNITY_UV_STARTS_AT_TOP 1
#define UNITY_REVERSED_Z 1
#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define FRONT_FACE_SEMATIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
#define CBUFFER_START(name) cbuffer name {
#define CBUFFER_END };
// Initialize arbitrary structure with zero values.
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
#define ZERO_INITIALIZE(type, name) name = (type)0;
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
// Texture util abstraction
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
// Texture abstraction
#define TEXTURE2D(textureName) Texture2D textureName
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
#define TEXTURECUBE(textureName) TextureCube textureName
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
#define TEXTURE3D(textureName) Texture3D textureName
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
#define SAMPLER2D(samplerName) SamplerState samplerName
#define SAMPLERCUBE(samplerName) SamplerState samplerName
#define SAMPLER3D(samplerName) SamplerState samplerName
#define SAMPLER2D_SHADOW(samplerName) SamplerComparisonState samplerName
#define SAMPLERCUBE_SHADOW(samplerName) SamplerComparisonState samplerName
#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerState samplerName
#define TEXTURECUBE_ARGS(textureName, samplerName) TextureCube textureName, SamplerState samplerName
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TextureCubeArray textureName, SamplerState samplerName
#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) Texture2D textureName, SamplerComparisonState samplerName
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerComparisonState samplerName
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TextureCube textureName, SamplerComparisonState samplerName
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w)
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
#define TEXTURE2D_HALF TEXTURE2D
#define TEXTURE2D_FLOAT TEXTURE2D
#define TEXTURE3D_HALF TEXTURE3D
#define TEXTURE3D_FLOAT TEXTURE3D
#define SAMPLER2D_HALF SAMPLER2D
#define SAMPLER2D_FLOAT SAMPLER2D
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))

10
ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl.meta


fileFormatVersion: 2
guid: 05a00b34d7740a643a8a6de19c6d9aa6
timeCreated: 1506072929
licenseType: Pro
ShaderImporter:
externalObjects: {}
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
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